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Showing posts from January, 2019

First Design Iteration of the Guard Behaviour Tree

I have been working on designing how the behaviour tree will be implemented, focusing on the "idle"  states, I wanted to do this now before I get too far into development with the nodes only to have to change the layout of how certain nodes works.  Initially I tried to show the design as a visual representation by creating nodes within Microsoft Paint, however this didn't work very well as I kept deciding to change different parts of how the tree works. For now I have decided I will build the foundations of the tree using a Microsoft Word document  using bullet points and indentation to visualise the tree, priority of nodes working from the top down and will look to creating a more visually appealing document further into development. As stated above so far I have been focusing on the guards idle states, which will control what the agents will do when they have not been alerted to the players presence.  I have placed some basic behaviours which I believe will make the